//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Revision: $ // $NoKeywords: $ // // This file contains a little interface to deal with static prop collisions // //=============================================================================// #ifndef STATICPROPMGR_H #define STATICPROPMGR_H #include "mathlib/vector.h" #include "engine/IStaticPropMgr.h" // FIXME: Remove! Only here for the test against old code #include "enginetrace.h" //----------------------------------------------------------------------------- // foward declarations //----------------------------------------------------------------------------- class ICollideable; FORWARD_DECLARE_HANDLE( LightCacheHandle_t ); class IPooledVBAllocator; //----------------------------------------------------------------------------- // The engine's static prop manager //----------------------------------------------------------------------------- abstract_class IStaticPropMgrEngine { public: virtual bool Init() = 0; virtual void Shutdown() = 0; // Call at the beginning of the level, will unserialize all static // props and add them to the main collision tree virtual void LevelInit() = 0; // Call this when there's a client, *after* LevelInit, and after the world entity is loaded virtual void LevelInitClient() = 0; // Call this when there's a client, *before* LevelShutdown virtual void LevelShutdownClient() = 0; // Call at the end of the level, cleans up the static props virtual void LevelShutdown() = 0; // Call this to recompute static prop lighting when necessary virtual void RecomputeStaticLighting() = 0; // Check if a static prop is in a particular PVS. virtual bool IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const = 0; // returns a collideable interface to static props virtual ICollideable *GetStaticProp( IHandleEntity *pHandleEntity ) = 0; // returns the lightcache handle associated with a static prop virtual LightCacheHandle_t GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity ) = 0; // Is a base handle a static prop? virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const = 0; virtual bool IsStaticProp( CBaseHandle handle ) const = 0; // Returns the static prop index (useful for networking) virtual int GetStaticPropIndex( IHandleEntity *pHandleEntity ) const = 0; virtual bool PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity) const = 0; }; //----------------------------------------------------------------------------- // Singleton access //----------------------------------------------------------------------------- IStaticPropMgrEngine* StaticPropMgr(); #endif // STATICPROPMGR_H